Redbrand Patrol
Medium humanoid, lawful neutral
Armor Class
16 (chain mail)
Hit Points
27 (5d8 + 5)
Speed
30 ft.
STR
13 (+1)
DEX
10 (+0)
CON
12 (+1)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Senses
passive Perception 12
Saving Throws
Str +3, Con +3
Skills
Perception +2
Languages
Common
Challenge
1 (200 XP)
Actions
Multiattack. The Red Plume patrol makes two melee attacks.
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Sleeping Poison Bolt (recharge 6). As an action, the Redbrand Patrol loads a poisoned bolt into its heavy crossbow. If hit, the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
Net. Ranged weapon attack: +3 to hit, range 5/15 ft., one creature. Hit: A large or smaller creature hit by a net is restrained until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net also frees the creature.
Reactions
Parry. The Red Plume patrol adds 2 to its AC against one melee attack that would hit it. To do so, the Red Plume patrol must see the attacker and be wielding a melee weapon.